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Valdier

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  1. My game store said they have no knowledge of getting any pre-order material. Their distributor said "You may be able to order it later, but don't hold your breath", apparently.
  2. Twilight Imperium... but you will enjoy it more with 8 players and 12 hours
  3. We are handling it just like Blood Bowl Team Manager... only two factions of units can deploy to a planet. Turn over two extra planets to start and play with all 10. That is it. It makes for really constant battles at the planets and seems to play just as fast.
  4. Happy, it isn't so much that it is over powered as it is an unbalancer in group dynamics. If most of the group has lets say Brawn 3 and 2 points of soak from armor, the Marauder is likely to have a Brawn of 4 or 5 and a soak of 8-9, with quite a few more health levels. What it means is when a GM throws out a bad guy to challenge the party, the marauder walks away unscathed, but when they put something out hitting hard enough to hurt the marauder, it puts the other PC's out in a hit. It honestly isn't terribly exciting its just unbalancing in the way things scale in the game. There are ways around it, it just takes more effort. I don't think the marauder in your example is all that bad. A squad of 4 or 5 Stormtroopers should be able to land a good solid hit and potential crit on them. I know this is a pretty late reply... but you kinda made my point in your response. Yes a squad of 5 storm troopers would *eventually* wear this character down... and you know what they do to the rest of the party? Drop them all in one hit. That is kinda exactly what I said
  5. Just as a quick note... it would have done the same thing to a super powered nemesis had he gotten the exact same roll. But, yeah... buy the most powerful weapon in the game... tweak it to be more powerful... take talents to make it more powerful... then wonder why it does exactly what you wanted it to? I'm confused.
  6. What is it about the Marauder that is so powerful? Almost everything they have has equivalents in other trees. Consider the Mercenary Soldier: Point Blank replaces Feral Strength Side Step replaces Defensive Stance True Aim replaces Frenzied Attack Natural Marksman replaces Natural Brawler Beyond that, the only thing the Marauder really has going for it is a lot of Toughened which can be picked up elsewhere just as easily and Enduring which is a bit harder to acquire. Marauder seems to lack for any unique talents that are terribly exciting. OTOH, something like Mercenary Soldier has Field Commander (and Improved Field Commander) which can be a game changer. For pure damage, Mercenary Soldier has Deadly Accuracy (which can stack with Point Blank) which lets him outdo the Marauder in damage by the end of the tree. I'm not saying that Marauder isn't a good tree - it is. I just don't think it's above the others in power. Happy, it isn't so much that it is over powered as it is an unbalancer in group dynamics. If most of the group has lets say Brawn 3 and 2 points of soak from armor, the Marauder is likely to have a Brawn of 4 or 5 and a soak of 8-9, with quite a few more health levels. What it means is when a GM throws out a bad guy to challenge the party, the marauder walks away unscathed, but when they put something out hitting hard enough to hurt the marauder, it puts the other PC's out in a hit. It honestly isn't terribly exciting its just unbalancing in the way things scale in the game. There are ways around it, it just takes more effort.
  7. Our group is currently sitting in the mid 300 to 400 xp range and we definitely can see points where there is a noticeable power change. Specifically with the obvious ones like the Marauder. Other than that though, the system works on a pretty linear scale and so the math of the xp growth works out to be a fairly easy steady growth trend as well. The one thing that does change over time is the amount in which strain is a problem. As your dice pool climbs your ability to remove 4-5 strain in a round becomes a more reasonable proposition.
  8. Has all been done on Reddit for a long time: http://game2.com/eote/
  9. I have no bone to pick in this at all, but Donovan, why don't you guys admit you screwed up in publishing this as an open license and be done with the pissyness of your posts? *YOU* screwed up, plain and simple. You didn't want your work to be open, you wanted it to be proprietary and owned by yourselves, that is fine. You put it out under Creative Commons, at that point, your input into anything, anybody does with the work is over. Period. You guys did a great job with your files and the races you added and our group uses them every game honestly. TheDearth's layout *does* look a hell of a lot better. You both have contributed something, but claiming he swiped anything from you is doing nothing to make you look good in this community honestly. You guys do awesome work and I really hope to see it continue, but the tone of the posts back and forth isn't winning fans.
  10. Oggy, I'm here to ask for a couple more features again Can we get modifications to the data files saved in their own file? This way each time there is an upgrade to the data, it won't be overwritten... Perhaps something such as "Armor-custom.xml", if the custom file exists, load the data from that file, after loading the base data file. You would load data in 2 passes effectively. I had changed the data for all talents in the data file and noticed, with the upgrade, it indeed set them all back On the adversary sheet, is there a way you could perhaps make a more compact sheet? Perhaps 4 to a page?
  11. I would agree that they do not have planetary scale defenses.
  12. So then you would say with a Pilot (Planetary) check, they go from 0 to "Close" range (beyond extreme) or anywhere in between, yes? This is kinda how I read it also...
  13. The Simplified style uses more of the page, since it doesn't have the background graphics. You can also change the margins by clicking on the sheet icon at the top (to the right of the printer icon). I set the defaults to .5", but if your printer supports it, you can set it to less if you like. This is what I have been doing currently, is there a config/ini file or perhaps one you wouldn't mind adding that allows for permanently modifying the margins? (When the preview loads, you could read the margins.ini file for the margins? That way it doesn't have to be changed each time someone wants to print? (I print with .15 margins) Additionally Defensive Weapon quality seems to be giving ranged defense also, should only be melee defense. (Vibrosword)
  14. So, can anyone reference anywhere in the book for how they actually work? Are they supposed to actually let you move the speed of a vehicle? Do they not have any movement increase? It is really unclear honestly. It is definitely a Pilot (Planetary) skill though.
  15. I have a question about jetpacks... They are speed 2 vehicles that just happen to be worn by a person. If a bad guy uses it to move does he immediately move from lets say engaged... to half way around the planet? Does he jump to "Close" range which is just past Extreme range? How exactly do they work in combat?
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